Tekkaman Blade: Tatsunoko vs. Capcom Moves, Combos, Strategy Guide

Guide last updated on
June 9, 2010 at 11:38 p.m. PDT


Tekkaman Blade: Tatsunoko vs. Capcom Moves, Combos, Strategy Guide

Guide by Nyoronoru

Character Overview

Strengths
+ Great range and damage on normal moves.
+ Has a superb set of moves that can cross up his opponent.
+ Easily utilizable Hyper moves.
+ Dash can take him fullscreen quickly.
+ Has relaunch combos that take off a lot of life.
+ Can apply great pressure from all areas of the screen.

Tatsunoko vs. Capcom Button Move Key

Weaknesses
- Has difficult time handling characters with fast projectiles.
- Slow startup on his normal moves makes him susceptible to rushdowns.
- Requires a top tier assist character to make his moves safe.
- Has trouble extending ground combos with Baroque or an assist.
- Dash prevents him from having good ground coverage.
- Has poor foot speed.

Tekkaman Blade is a heavy-hitting character with a lot of range on many of his attacks. Once he gets going, his cross up and pressure game can be difficult to stop.

Blade has a lot of advantages and to play him well you'll want to be attacking whenever possible.

Despite all this, many of Blade's moves are very unsafe. So, he requires a really good assist or very careful use of Baroque in order to be played to his full potential.

Tekkaman Blade's Dash

Tekkaman Blade has an unusual dash. The first phase of Blade's dash raises him into the air at a 45 degree angle. The startup is slow, but if you continue holding the joystick in the direction you are dashing Blade will travel the entire width of the screen.

The second dash moves Blade horizontally, and the same joystick holding applies.

The length of time you hold down the joystick determines how far Tekkaman Blade travels. This dash is both good and bad; good because of the distance, but bad because of the startup.

Special Moves

A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move.

With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you're holding back, you can jump backwards or block low and still maintain your charge.

Light
3.3 B
Medium
5.0 B
Hard
6.9 B

Joystick Joystick Joystick (Mash Attack button)
Rapid Slash (Shamshir)
Blade waves his lance above his head with a massive hitbox that has an incredible amount of priority due to its disjionted properties. It's also mostly safe on block depending on the character you are facing.

The Light version comes out with the fastest but does the least damage. It also recovers the fastest. Hard is the opposite.

You can use this in combos or as an anti-air. An altogether good move. It's also sort of a check against players that like to double tap buttons, because you'll accidentally cause this move to come out during combos if you press buttons too wildly. Therefore, be more precise in your button presses when doing combos with Tekkaman Blade.

Light
2.3 B
Medium
4.4 B
Hard
4.4 B

Joystick Joystick Joystick Joystick Joystick
(Can also be done in the air)
Blade Toss (Baselard)
Blade's projectile. The Light version has the quickest startup and travels at a horizontal angle. The speed on this is pretty good if you're trying to irritate an opponent.

The Medium version throws a blade at a 60 degree angle upwards. You can try to catch jumpers with it, but be wary about using it as an anti-air, because it has a good chunk of startup and recovery time.

The Hard version has a lot of start up time, but travels the same direction as the Light version and does the most damage if it hits. All projectiles minus the Medium version travel full screen.

The Hard and Medium Baselards auto-combo the opponent and send them into a knockdown where you can begin mixing up your attacks. These versions also cannot be Baroque Canceled at any time.

In the air, the Medium version goes straight and the Light and Hard versions go at a downward angle.

Light
3.5 B
Medium
4.5 B
Hard
6.5 B

Joystick Joystick Joystick Joystick
Upwards Blade Spin (Katzbalger)
Blade spins his lance above his head, which acts as an anti-air. The only problem is that it is a little hard to combo into the Light and Medium versions and that it requires a downward charge to use.

The Hard version, on the other hand, picks up the opponent and then slashes them across the screen where it does a wallbounce. You can combo into this version from several air combo relaunch setups, but if you want to combo after the wallbounce keep in mind that this move contributes to quite a lot of damage scaling because of all the hits.

As an assist it's really bad because it tends to whiff in combos and it's way too slow to be used as an anti-air. It's best use is for interrupting constant attacks from the opponent.

Light
2.0 B
Medium
3.9 B
Hard
5.5 B

Joystick Joystick Joystick Joystick Joystick
Teleport Slash (Falchion)
Blade teleports forward, bringing his blade behind him. This attack is a ground crossup similar to Karas' dash, and it's easy to combo off of.

Although Blade technically "teleports", a projectile or a limb can interrupt his movement. You can use this move to make up for Tekkaman Blade's poor foots peed.

This move is really good, and even experienced players have a tough time adapting to this ground crossup.

The Light version travels the least distance, but brings Blade's lance forward the fastest, Hard travels the most distance but has the slowest lance speed.

Despite this, the Hard version is actually the safest, putting you out of range of throws and giving more time for an assist to cover you.

Since most players defend themselves by training to listen to Blade's shouts before he does this move, you can use Baroque to add to even more confusion.

If you Baroque Cancel the move right during the teleport it is possible to stop right in front of an opponent while they are blocking in the wrong direction. You can also Baroque before the lance gets to your new location and begin attacking, making this move an even faster crossup than it already is.

Hyper (Super) Moves

10 B

Joystick Joystick Joystick Joystick Joystick
(Can also be done in the air)
Crash Intrude (Level 1)
One of the fastest Hyper moves in the game, it can combo from anything. Tekkaman Blade streaks across the screen and does several attacks if this connects.

The damage is below the standard for Level 1 Hypers, but if the opponent falls close enough to you when it is complete, you can immediately jump and do a Blade Impale to add damage.

There is absolutely no limit to how you can land this move; but don't be reckless with your Hyper meter. At the same time, since this move is not too badly affected by damage scaling, it's a good choice to end any combo with.

14 B

Joystick Joystick Joystick Joystick Joystick
Voltekka (Level 1)
Tekkaman Blade winds up and shoots an energy beam at an up-towards angle. This move isn't worth using because of Crash Intrude's effectiveness.

It has slow startup, doesn't do much damage and doesn't perform well in Crossover Combinations or DHCs at all. It's more of a placeholder than anything. It also has poor recovery.

Save your levels for Crash Intrude and Hyper Voltekka.

22.1 B

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
(Can also be used in the air)
Omnidirectional Super Voltekka (Level 3)
Makes Tekkaman Blade radiate an energy sphere around his body, but if this doesn't connect, he'll shoot out a beam in front of him after the fact. The energy sphere does more damage, but the difference isn't too bad if the beam fully connects.

This is a powerful move that isn't affected too badly by damage scaling. It has a bit of startup time, but you can combo into it from an aerial Light Blade Toss, a Hard Upwards Blade Spin or an assist. Also, this works great as a combo ender.

If you're confident that you have the momentum in a match and you won't need the Hyper meter for other things — then you should definitely use this move.

Normal Moves

Joystick Joystick Joystick
Shielded Slash
This move at first may look like a regular slash from Tekkaman Blade, but it has one-hit super armor, letting you absorb a strike and then counterattack.

You can combo into this move from your sweep. The only downside is that this attack knocks the opponent a good distance away from you, but just like any other move you can combo into Crash Intrude from it. You can also continue a combo from it if you are in the corner.

Joystick Joystick Joystick (In the air)
Blade Impale
An important move for Tekkaman Blade. It hits on-the-ground, adding damage to knocked-down opponents. The place where it is most important is in air combos.

After launching your opponent and jumping, juggle them with several air normals and then perform this move immediately after jumping for the second time. This places your opponent into a slow falling state.

Once your opponent is descending you have several options. You can attempt to land a Hard Upwards Blade Spin, and then keep comboing them after the wallbounce. You can also do a Rapid Slash, which catches them and juggles them right in front of you.

The Rapid Slash is easier to land and gives you more relaunch options. If you really want to make your opponents fear Tekkaman Blade's damage output, you should be able to land Blade Impale in an air combo every time.

Joystick Joystick Joystick
Launcher
This will launch your opponent up into the air.

Assists


Partner Assist Variable Counter Variable Combination
Medium Upwards Blade Spin Upwards Blade Spin Launcher Voltekka

Contributions to this guide by Some Guy.


Comments

Zerorulz said on May 3, 2010 at 6:20 p.m.

his fourth color is awesome

#1
jjb727 said on May 5, 2010 at 1:04 a.m.

Can anyone help me with the combo where you launch them and then you use his Down+Heavy to fall back down to the ground? I can't seem to be able to combo into that cuz I always end up getting his regular jumping heavy. thanks

#2


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